1st of all, and I'm just going to point this out 1st since I believe that this would be the easiest to fix, there's how upgrades are handled. I've noticed that weapon damage, armor, and even building, production, research, and power upgrades seem to progress in an arithmetical manner instead of an exponential manner, meaning that while these upgrades may have a big impact early in a match, they tend to have less and less of an impact as you continue to research upgrades along that line. Currently, weapon damage is determined by the following formula: Damage/Armor/Speed/etc. = Base Damage/Armor/Speed/etc. x (1+(.25 x Upgrade Level)). For example, researching HEAT Cannon Shells increases the damage dealt by Cannons from 100% base to 125% base, and 125% is 100% multiplied by 1.25; whereas HEAT Cannon Shells Mk2 increases the damage dealt by Cannons from 125% base to 150% base, and 150% is 125% multiplied by 1.2; and HEAT Cannon Shells Mk3 increases the damage dealt by Cannons from 150% base to 175% base, and 175% is 150% multiplied by 1.166 (7/6). Notice how each new percentage multiplier seemed to be a smaller proportional decrease from the previous upgrade's percentage multiplier?
I propose that we change the upgrade formula to something more like this: Damage/Armor/Speed/etc. = Base Damage/Armor/Speed/etc. x (1.1^Upgrade Level). (You may wish to change that 1.1 variable to something else.) That way, each new upgrade level would have as big of an impact over the previous upgrade level as the previous upgrade level did over the upgrade level that came before it, since the effects of each new upgrade level would be the effects of the previous upgrade level times a fixed value of 1.1.
Next, I feel as if too much of the tech tree is too interdependent on other research lines for research specialists' good. Although having to research stuff like Synaptic Link Data Analysis, Factory Modules, Engineering, and CB Towers as prerequisites for weapon or vehicle upgrades all seem to make sense in general, having to research weapon or vehicle upgrades from one line to be able to research stuff from another doesn't always seem to make sense, particularly when the 2 lines aren't related in any way, or even if the research object in question doesn't seem to bear any resemblance to one or more of these lines. It's also annoying, since players are pretty much forced to do some research along a weapon line that they probably wouldn't want to use anyways.
Sure, it makes sense that you'd need to do some research on Flamers in order to be able to build Incendiary Mortars or Howitzers, or Plasma Cannons, since they combine Flamer technology with Mortar, Howitzer, or Cannon technology respectively, and it also makes sense that Mortars require Light Cannons as a research prerequisite since Mortars are basically Cannons repurposed for artillery work, and that Light Cannons require Hardened MG Bullets as a prerequisite since both Machineguns and Cannons (and Mortars) rely on ballistics, smokeless powder, and rifling to work. However, it doesn't seem to make sense that Mortar Targeting Computers need to be researched in order to be able to research CB Sensors, which, in turn, need to be researched in order to be able to research Ripple Rockets. While I can understand requiring sensor upgrades, and maybe even accuracy upgrades for the weapon line, in order to be able to research long-ranged artillery from said weapon line, why do we even need CB Sensors for Ripple Rockets? Also, why do we need a targeting computer for Mortars in order to be able to research CB Sensors for a completely different weapon system to use? I don't get it.
Then, there's the fact that some of the weapon lines seem to be related to other weapon lines, yet they use different upgrade sets. 3 notable examples of this that I know of include the machinegun and anti-air lines (which are both lines of rapid-fire gun-based weapons), the rocket and missile lines (for obvious reasons), and the mortar and howitzer lines (which are both lines of gun-based artillery weapons). For the Mortar and Howitzer lines, this seems to be especially problematic, since once you've researched Howitzers, there doesn't seem to be much reason to continue on with researching upgrades for the Mortar line. What I'd like to suggest is that each of these 3 pairs of related lines be merged into 3 single more-uniform lines: "Machineguns" from Machineguns and Anti-Air, "Rockets" for Rockets and Missiles, and "Artillery" for Mortars and Howitzers.
And finally, there's the fact that certain weapon lines are pretty much doomed to remain ineffective against certain targets. While this isn't all that big of a concern for more mid or late game stuff, including Mortars and Bombs, it is especially problematic for early-game stuff. As of now, players can choose to specialize in Machineguns, Cannons, Rockets, or Flamers soon after beginning a classic T1 no-bases match, though out of all these, only the rockets line has the ability to cover multiple kinds of threats, including not only tanks, but cyborgs, aircraft, structures, and even artillery, all while machineguns are forever doomed to remain ineffective against tanks, and while cannons are forever doomed to remain ineffective against cyborgs.
By far the worst offender of this imbalancing is probably the Flamer line. With only 3 weapons to choose from in this line, none of which include any anti-air weaponry, and the fact that all of them suffer from very short range and a severe lack of effectiveness against Hardcrete, players are pretty much forced to take up a second weapon line in order to compensate, especially when matches drag on for a bit. In fact, if a player that focuses exclusively on Flamers is unable to defeat his/her opponent before they get VTOLs, and the match is on a low-oil map where players can't afford to dedicate research to more than 1 or 2 weapon lines, then chances are that that player would lose the match. Sadly, there aren't any new weapon lines that are reasonably powerful from the start that any player could readily pick up on starting at T2.
Therefore, I'm going to propose that we move the start of the lasers line from T3 to somewhere around early T2, and modify and expand upon it to include anti-vehicle lasers, as well as more advanced T3 lasers. I'll also be proposing some additional weapons for the machinegun, cannon, and rockets line in order to better address their problems.
I'm also going to propose that upgrading unit HP and unit Kinetic Armor require separate lines of research, and that the Thermal Armor line can be researched starting at T1 instead of at T2. That way, players that are facing opponents that specialize in Flamers or Lasers could focus on improving their Thermal Armor sooner, and still being able to increase their HP without causing any balance issues since they'd still find themselves vulnerable to kinetic weapons while they neglect to upgrade their Kinetic Armor.
Edit: This thread originally started out from this debate: viewtopic.php?f=42&t=8878
Edit #2: I'm thinking about proposing more weapons that require research into more than 1 line, such as Gattling Cannons (Cannons + Machineguns), Cannons that shoot jet-assisted rounds (Cannons + Rockets), Railgun Howitzers (Howitzers + Railguns), and Particle Beams (Railguns + Lasers) to name a few. This is so that, in higher-oil and team-based games, players would be able to focus on their individual weapon lines, while also benefiting from research done in other lines (either by themselves or through their teammates' own research).
Also, I'm now considering working on a mod with these proposed changes. Thanks NoQ for teaching me how to mod.


